By Andrew Cram
Demon worshippers, serial killers, diabolists, and traitors -- the Baali are all these things and more. The Baali represent the darkest side of the kindred and provide a mirror which reflects our darkest desires. They live a life of fear, forever hiding from vampiric society, pretending to conform, just as many of us do every day of our own lives.
A Brief History of the Baali
(A knowledge of the Clan's early history was gained by Baali using the Dark Thaumaturgical path of Secret Knowledge. It may have been deeply corrupted, or indeed be truly falsified, by the infernal powers for their own reasons).
The Baali believe that the Clan arose in the mythical first city. Their sire, Baal, was one of the third generation, and was the younger brother of Saulot in both the mortal and vampiric sense. Both brothers were scholars, and maintained a highly competitive relationship. Each sought to show up the other and win the favor of Caine. Each delved into great mysteries, communed with ancient spirits, and sought the council of moonbeasts. One night Saulot came to Baal with a plan to contact the infernal powers. Baal initially resisted, but finally the lure of knowledge swayed him and he collaborated with Saulot in a series of rituals. Saulot however had betrayed him, the next night when Baal began the ritual, Saulot arrived with Caine and the Second and Third Generations. Caine was horrified by these dealings and before Baal could raise a word in his own defense Caine, father of all kindred, slew him . Caine cursed all of Baals' offspring (for he had sired in order to gather information from around the world) to forever live in fear of the one above's true sign, creating the clan's weakness.
When the Third Generation came together after the flood, the children of Baal were not among them. Instead they founded cities in what was to become Mesopotamia, flourishing with the passing years and gaining great strength from the infernal powers. When the Second City fell, the cities of the Baali still thrived, but several centuries later, a coalition of clans attempted to destroy the Baali, each for their own reason. The Capadoccians (forerunners of the Giovanni) led the assault, hoping to gain the dark knowledge of death and the afterworlds that the Baali possessed. They were supported by the Followers of Set who sought to expand their own powers of corruption, the Brujah (True Brujah?) who sought, for their histories, the ancient records of the cities, and the Tzimisce whose goals remain unknown. The Salubri did not participat, Saulot apparently having had a change of heart after his brother's destruction (he had apparently only expected a punishment of banishment).
The battles raged for decades, with the vastly outnumbered Baali losing ground with each year. Just before the final assault, the Baali decided to win the war in the only way they were able: from within. They put in place the mechanism for the great dispersal whereby the surviving members of the clan would infiltrate the other clans from within and slowly corrupt them. They also swore undying revenge against the five clans (including the Salubri) that had attempted to destroy them. When the allied clans attacked the next evening they found only a few newly embraced kindred and a handful of ghouls. They declared the war over, the Baali destroyed and their dark knowledge forever lost. The Baali were stricken from the vampiric histories and in a few centuries forgotten.
The Baali gained a fair portion of the revenge they sought during the Middle Ages. By now firmly entrenched in all the Clans (and some other organisations), the Baali began a series of great schemes which were to have incredibly far-reaching results. They ultimately culminated in the formation of the Giovanni (and the consequent destruction of the Capadocians), the rise of the Tremere (which both hurt the Tzimisce and resulted in the destruction of Saulot and most of his offspring), and the Anarch revolt which was not started by the Baali but which was certainly helped along by them (and which destroyed virtually all of the Old Clan Tzimisce and hurt almost all of the other clans). The formation of the Sabbat gave the Baali a fertile ground from which to corrupt, and the clan truly flourished.
Wherever the other Clans went so to did the Baali; they spread into the New World with the great vampiric sects. During this period they created several minor incidents but did not instigate any sweeping changes. They did, however, found the Path of Evil Revelations (see: Players and Storytellers handbook to the Sabbat) which has since become one of the central precepts of Baali 'morality'.
In the modern era the Baali continue to infiltrate and corrupt the other clans, playing the role of devil's advocate with great skill. None outside the Clan know the full extent of their power, and few are even aware of their existence. They remain the expression of ultimate evil in the kindred, while possessing a measure of the power that could stave off Gehenna.
Almost anywhere you can find a group of kindred you find a Baali. They are, however, more active in some areas than others.
The Inquisition: A reminder of the danger mortals can pose. They would surely destroy us if they knew of out existence.
The Camarilla: It is easy enough to corrupt these petty kindred. They lack real cohesion. Many are still manipulated by the third generation, and for that reason they must be destroyed.
The Sabbat: Evil is strong in these children. We have fostered it over the years. Of all the Sects, theirs is most under our control, even the Regent knowingly follows our commands.
The Inconnu: These elders have long memories. They still remember us, and hate us. We will defeat them, eventually, but now is not the time.
Black Hand: They do our work for us. By following the Aralu, they walk the same road as we do.
Giovanni: This clan is a testament to ourselves. We created them and in the process destroyed Capadocius and his wretched childe. By their very nature they serve the darkness.
Setites: Fools in the dark. They have not yet grasped the power of Hades. Still, in time they will serve us well.
The Daughters of Cacophony.: The Baali know more about this bloodlines origin than any other group. The reason for this is quite simple -- the Daughters are not (regardless of what anyone believes) a bloodline of the Toreador or Malkavian Clans. They are, in truth, a Bloodline of the Baali. The fact that other kindred have not realized this shows the current lack of knowledge about the Baali. (Note: most Daughters of Cacophony are unaware of this heritage; and hence are no more corrupt than the other clans.)
The Baali are the darkest of the kindred. They serve the darkest powers in existence and strive to create a world of corruption, ruled directly by the great infernal Demon Lords. They are not, however, senseless killers. Rather they are the gentle corrupter who tempts mankind. They are the serpent in the garden, the dark voice in us all, whose tool is temptation. The Baali maintain a great masquerade, greater than that of all other clans. They survive only by hiding amongst their enemies, slowly manipulating others to do their will.
The Baali value this charade greatly, for it literally is the only thing that keeps them alive. They carefully maintain false identities, secret havens, cover stories, and hidden contacts. They are part of kindred society while forever being debarred from it. They can never drop their guard lest they be found out. They cannot trust those who trust them, nor can they even rely on others of their kind. Amongst the Baali it is survival of the fittest; and the weaklings do not survive long.
Since the Great Dispersal, the Baali have held a very open structure. They are organized into Orders which fall into two main catagories: the Loyalist Orders and the Infiltrator Orders. The Loyalist Orders bind the Baali in corruption, each revelling in one dark power/emotion. They are the basic structure of Baali society. The Infiltrator orders were established to aid clan members in their masquerade amongst the other Clans.
The Pleasurists
"The devil halth power. To assume a pleasing shape."
These Baali corrupt through pleasure. They are masters of the Dark Thaumaturgical path of Pleasure and are allied with Lucricia the Succubus (see Storytellers Handbook to the Sabbat) or Empress Aliara, the Maeljin Incarna of Desire (see Book of the Wyrm) whom the Baali see as aspects of the same dark being. This is the most popular of the loyalist orders.
The Seekers
Those Baali who seek Dark Knowledge above all else are members of this order. They are masters of the Dark Thaumaturgical path of Secret Knowledge. They are allied with Grantel the Mandragora (see Storytellers Handbook to the Sabbat) or, less commonly, with Mahsstrac, the Urge Wyrm of Power (see Book of the Wyrm). This is the second most popular Loyalty Order, and the most ancient.
The Terrorists
Baali who revel in fear are most often members of this order. They are masters of the dark Thaumaturgical path of Phobos. They are allied with Hakaken, the Bane-Totem of Fear (see Book of the Wyrm)
The Bringers of Pain
The Order for torturers, the members of this dark order are all skilled in the Dark Thaumaturgical path of Torture. Their dark allies are Lady Aife, the Maeljin Incarna of Pain (see Book of the Wyrm) and Tivilio, the Injurer of Cats (see Storytellers Handbook to the Sabbat). Many elder members of the clan see this order as a bit juvenile as it seldom manages to corrupt the innocent.
The Bearers of Pestilence
These Baali delight in the spreading of disease. They are allied with Thurifuge, Maeljin Incarna of plagues; Collum, Lord of Sludge; and Lady Yul, Mistress of Toxins (all see Book of the Wyrm). This order has been instrumental in the rising disunity and paranoia within the Sabbat.
The Harbingers of Decay
Baali masters of the Hands of Decay. These Baali revere Knight Entropy, the Maeljin Incarna of decay (see Book of the Wyrm) although they have never managed to fully ally with it.
Bearers of the Inferno
The smallest of the Loyalty Orders, these Baali are masters of the Fires of the Inferno. They have no specific ally although they have been attempting to make contact with Kerne, the Maeljin of Hellfire (see Book of the Wyrm).
The Summoners
Specializing in the Path of Summoning (see Book of Madness for Mage), these Baali are few and far between. Their powers are amongst the most indirect of all the orders. Although they can call on great power through their contact with Banes, Wraiths, and Demons, they are not allied to any specific individuals.
The Corrupters
Whilst corruption is the heart of Baali life, this is a small and powerless group within the clan. This is largely due to the fact that its members specialize in the Path of Corruption, which is both a Path of Thaumaturgy and Dark Thaumaturgy.
As well as being members of the loyalist orders, most Baali are also members of an Infiltrator Order which helps them blend in with those around them. Most orders have several sub-orders based on the political separation of the clan/group in question.
Assamite Order
The Baali had tried for years to gain a toe hold amongst the assassins. They finally managed it during the Anarch revolt and now maintain a small but strong presence in the clan. The only sub-order is that of the Assamite antitribu.
Brujah Order
Set up to allow members to gain power within the rebel clan, they revel in corrupting the rebels and fostering friction between Brujah and other clans.
The main sub-orders are; Brujah antitribu, and Anarchs.
Gangrel Order
Not the most popular of clans for infiltration, the Gangrel still offer a wide variety of possibilities. Members of this order often go on to be members of the shapechanger orders. Sub-Orders include; City Gangrel antitribu, Country Gangrel antitribu, and Ahrimane.
Giovanni Order
One of the great monuments to the Baali was the Giovanni destruction of the Capadocians. They have maintained a small presence amongst the Giovanni ever since. This is the smallest and most closed of the Baali Infiltrator Orders, and most members are elders.
Lasombra Order
One of the hardest clans to infiltrate due to their weakness, the Baali have nonetheless been able to riddle the Lasombra with infiltrators. They are currently debating whether or not to set up a Lasombra antitribu sub-order.
Malkavian Order
One of the smallest infiltration orders, the Malkavians have proven difficult to infiltrate, but the rewards are great for those who do manage it. The only known Sub-Order is the Malkavian antitribu.
Nagaraja Order
One of the oldest of the infiltrator orders, the Nagaraja order is a perfect example of just how far the Baali have seeped into kindred power structures. This order (together with the True Brujah and Old Tzimisce Sub-Orders) have gained moderate power within the true Black Hand, although they are far from controlling that body.
Nosferatu Order
Members of this order have all had their appearance altered by Vicissitude or the Path of Corruption. The Nosferatu's clannishness has proven a great boon to the Baali as has their love of information. Sub-Orders are Nosferatu antitribu, and Gargoyle.
Pander Order
The newest order, this group has been set up to gain control of this new Sabbat "clan." A Caitiff sub-order exists, although most Caitiff infiltrators do not bother to join.
Ravnos Order
The trickster clan is the most popular independent clan amongst infiltrators although a great percentage of members are part of the Ravnos antitribu sub-order.
Setite Order
The minions of Set are not a popular infiltration target. There is no challenge, and Serpentis is a difficult power to mask. The recently instigated Serpents of Light sub-order is proving a more popular group.
Toreador Order
One of the more popular orders amongst the Baali, it delights in perversion of all types. Some of the greatest elders of the Baali control this order. The only real sub-order is that of the Toreador antitribu.
Tremere Order
The Baali are partially responsible for the rise of the Tremere and it is rumored that the head of this order is one of the circle of seven. Only the Tremere antitribu have a sub-order.
Tzimisce Order
Most Baali see the score with the Tzimisce settled but some still carry a grudge, and these make up the majority of this order. They spend most of the time trying to find out the true fate of Tzimisce himself (they do not believe the official stories of his final death). There is an Old Clan Tzimisce sub-order, although there are currently only a handful of members at any one time.
Ventrue Order
Legendary manipulators, the Ventrue present a tempting challenge to the Baali, especially as this clan controls so much power. Very few members of the order belong to the Ventrue antitribu sub-order due to its lack of temporal power.
Shapechanger Order
One of the smallest and most prestigious of orders, these Baali masquerade as one of the changing breed (most commonly Garou). Very few are neonates and most have been members of other infiltrator orders before joining this one. The largest sub-order is that of the Black Spiral Dancers whom the Baali consider to be useful tools.
Other Orders
Rumors of other micro-orders exist, including those for magi. Quiet rumors tell of elders who have infiltrated the order of Mummies, the Society of Leopold, and the Arcanum, amongst others. At some point in the distant past there may have been an Osiran Order that has since become defunct.
This order is outlawed and reviled by the Baali. Its followers believe in the use of dark powers for the greater good. They hide amongst the other Baali, professing alliegence to the Loyalty and Infiltration Orders whilst secretly trying to convert their kin. Virtually none of its members hold much power among the Baali as the great dark powers are supremely corrupting; still they maintain enough power to survive under the noses of their dark kin. This order had an hand (albeit hidden) in the creation of the Daughters of Cacophony.
Pure, unremitting evil is rare, and so are the Baali. They are not by any means stupid. They tempt others to let their dark side free. To just give in; after all it's so much easier. Baali players should be rare; they exist to try to corrupt kindred and kine alike to the dark powers without ever revealing their true identities. By playing a Baali we vent these dark desires, and thank every good power we know that such beings do not really exist. By looking at our own dark sides we can better ward against those of others, and become more aware of the danger of "just giving in." It is suggested that most player character Baali be followers of the Inner Light, the small seed of hope in the heart of darkness.
Assamite | Quietus |
Brujah | Celerity |
Gangrel | Protean |
Giovanni | Necromancy |
Lasombra | Obtenebration |
Malkavian | Dementation |
Nagaraja | Nihilistics |
Nosferatu | Animalism |
Gargoyle | Viceratika |
Ravnos | Chimersty |
Setite | Serpentis |
Toreador | Auspex |
Tremere | Thaumaturgy |
Tzimisce | Vicissitude* |
Old Tzimisce | Animalism |
Ventrue | Dominate |
Shapechangers | Protean |
e.g A member of the Ravnos Infiltrator Order with Chimerstry 3 wishes to join the Gangrel order. To convert Chimerstry to a non-clan discipline will cost 3xp (1 for the second level and 2 for the third level). It will cost the Baali a further 10xp to gain the first level of Protean as a Semi-Discipline (on the assumption that the Baali does not already possess Protean) for a total xp cost of 13. Had the Baali possessed Chimersty 5 (and no Protean) the whole thing would have cost 20xp. A large proportion of the Baali change Infiltrator orders at least once during their unlives.
Because of their connection with the powers of darkness, some Baali gain the ability to see through Obfuscate. The individual can see through any level of Obfuscate with a Perception+Alertness roll against a level of Obfuscate + 3.
Dark Faith (7 point Merit)
The opposite of true faith, Dark faith is the Baali's faith in the infernal powers. It may pre-date the individual's embrace or be an effect of it. The Baali now has a rating of one in Dark Faith, which adds to all willpower and virtue rolls. The exact nature of Dark Faith varies, although its relation to True Faith is constant. If a Baali tries to use Dark Faith against an individual with True Faith he must subtract the True Faith rating from the Dark Faith rating, this is the effective rating for all purposes. If the result is negative (True Faith greater than Dark Faith) then the Baali is susceptible to the wielder of True Faith. It takes experience equal to the current rating times three to gain Dark Faith up to rating five and rating by five from then on. The maximum rating in Dark Faith is ten.
Note: an individual with Dark Faith may enter a building/area with True Faith (such as a religious site) if her rating is higher than or equal to the area True Faith rating.
Piggy-Backer (1 point Flaw)
You have a small demon or imp along for the ride. Only you can see it and it is never of any help; in fact it is totally insane. This demon takes over at certain times and is quite a hinderance to you. Choose the occasion; it can be anything from "on the night of the full moon" to "whenever someone mentions avacado." Create the demon: give it a name, detail his madness, and give him some abilities. Play this out to the max when the situation arises. If the storyteller deems that you are not playing this well, he can declare that you have spent a willpower point to suppress the little imp.
Demonic Assension (Level 10)
On achieving this power the Baali follows in Baal's footsteps (or is it hoof-prints?), ascending to become a True Demon (although one of only moderate power). At least one Baali (apart from Baal) has achieved this power, although there is great argument as to which demon this is. Common concensis tends most often to rest at the feet of Nubaris, Grand Vizier of Hades...
Level One
Rite of Contact: This is a method by which Baali can announce their presence to others of their clan in a city. When a half hour incantation is recited, with the Baali enveloped in total darkness, a telepathic message is sent to the oldest Baali in the area and then to all others in order of age. The ritual allows a one minute dialogue with each individual, contacted at their discretion. This ritual has also been used as a distress call.
Level Two
Power of the Invisible Flame: as the Thaumaturgical ritual, Players Guide to the Sabbat except that it effects the Dark Thaumaturgical path Fires of Inferno.
Level Three
Summon Gremlins: This simple ritual sends one chosen machine of small size haywire. This is especially damaging to computers which are usually irrevocably damaged, all their data corrupted and their hardware beyond repair.
Shaft of Belated Quiescence: as the Thaumaturgical ritual, Vampire Players Guide.
Level Four
Balefire: This ritual allows the Baali to draw upon the Balefires of Hades to bathe her body in a sickly blue green glow. The Baali is able to throw bolts of this toxic stuff at her enemies. Any number of bolts may be thrown, at the rate of one per turn, but each costs the Baali one blood point. Hitting requires a Perception+Firearms roll (difficulty 6); he take three points of aggravated damage and in addition mortal victims must roll stamina+4 and match the Baali's number of successess or suffer a damaging mutation (storytellers discretion).
The material component is a piece of radioactive waste or raw uranium.
Drawing upon the Bound: as the Thaumaturgical ritual, Players Guide to the Sabbat.
Unlock Dormant Wisdom: This ritual allows the caster to gain some part of the knowledge of a dead being by consuming her brain. The age of the corpse is irrelevant, so long as some part of the brain is intact. The castr must role Intelligence+Occult versus a nine. The number of Successes indicate the degree of transfer (one for minor/most recent, five for total recall).
This ritual can be performed on any being with a physical form (vampires, garou, mortals, etc.) except mummies (including bane mummies) but is ineffective on such creatures as demons or other spirits.
Level Five
Bone of Lies: as the Thaumaturgical ritual, Vampire Players Guide.
Thirst Unquenchable: as the Thaumaturgical ritual, Players Guide to the Sabbat.
Level Seven
Shadow of the Wolf: as the Thaumaturgical ritual, Players Guide to the Sabbat. This is used by the masters of the Shapechanger Order.
Level Eight
Form Theft: The Baali have found it useful to take the forms of others. This ritual is a higher level version of Transfer Essence (see Storytellers Handbook to the Sabbat). It allows the Baali to steal the body of a recently slain human, vampire, or shapechanger using the same system as Transfer Essence.
Note: Each soul point bargained has a cost. The individual's Corruption Rating (number of Soul points used) affects her Humanity (or path of Enlightenment). Any individual with a Corruption Rating must make rolls for infringements of the Hierarchy of Sins of the Path of Evil Revelations, even if following another path. For example a Baali on the Path of Ecstasy with a Corruption Rating of 4 must make a Path Loss roll for any infringment of the Hierarchy of Sins for the Path of Evil Revelations rated at 4 or below. This is independent of the actual Path of Enlightenment, which may or may not have been infringed. This is the reason most Baali follow the Path of Evil Revelations.
1 Point Investments
Aura Perception: The infernalist can see auras of other beings, the colours indicate their moods, identities and levels of hostility. This power operates in all ways as the second level Auspex power of the same name with one exception, the Auras of individuals with True Faith, or vampires in Golconda will blind a Baali viewing them for 1-10 turns.
Eyes of Hades: For the expenditure of 1 bloodpoint the Infernalist's eyes glow with hellfire (red if not observed closely). The Infernalist may then see objects via heat rather than by light (allows vision in total darkness). Anyone looking directly into the eyes will see dancing flames, and feel distinctly uneasy at the sight. The power may be 'turned off' at any time with no cost.
False Purity: The infernalists aura is permanently set at one specific colour, masking true feelings and diabolic taints.
Gaseous Form: The Infernalist is able to diffuse her body into a gaseous state; this takes only 3 seconds. However, the infernalist must expend one bloodpoint to become gaseous and expend another point to become solid again. The gaseous form remains cohesive in a strong wind. The infernalist emits a horrible stench while in this form.
2 Point Investments
Begin Decent: With the expenditure of one blood point the infernalist decends into the earth, thereby moving closer to hell. The infernalist can rest during the day without fear of exposure to sunlight. The power can only be used in soil or other loose material. It has no effect on stone or concrete surfaces. The infernalist can choose to end the power at any time, rising from the earth.
5 Point Investments
Devil's Advocate: One of the most subtle and devious of investments, Devil's Advocate allows the infernalist to act as a type of middle-man in the soul trade. By finding individuals willing to bargain away their souls the infernalist may receive a percentage of the take in the form of investments. Most often Baali form cults, and double the cost of investments received by their mortal followers. The remaining soul points are used by the Baali themselves to gain more powers. The other party must sign a contract in her own blood for this power to work. Some Baali are known to collect soul points for such things as fleshcrafting, or wealth, thereby insuring a larger profit margin for themselves.
8 Point Investments
Ignore the Blinding Light: This grand investment gives the Baali some degree of resistance to sunlight. In an area of high smog, or on days with significant cloud cover, the Infernalist has only to wear high SPF sunscreen on any exposed skin. In all other situations the infernalist takes only one aggravated wound per turn in sunlight (rather than the usual three).
Attributes: 7/5/3 (Mental usually primary)
Abilities: 13/9/5 (Talents usually primary)
Disciplines: 4
Backgrounds: 1
Virtues: 5 (Demonic virtues, Treachery/Cruelty/Courage)
Freebie Points: 14 (7/5/2/1)
Baali do not have humanity; instead they follow Paths of Enlightenment. Only the Paths of Evil Revelations, Ecstacy, and Baal are condoned by the clan although members of the Inner Light (the majority of player characters) frequently follow the Path of Death and the Soul or other less 'Evil' paths.
Virtually all Baali have the Autocrat, Bon vivant, Bravo, Conniver, Critic, Deviant, Fanatic, or Sychophant natures but may (and usually do) have any Demeanor.
Baali have certain minimum requirements. They must have an Occult of at least one, a Linguistics of one (Latin), and must possess the Background: Alternate Identity. Also during character generation the Baali must choose a loyalty order and corresponding primary path of Dark Thaumaturgy (even if the individual does not have any rating in Dark Thaumaturgy). All Baali must have a rating of at least one in either Daimoinon or Dark Thaumaturgy. Mental Attributes and Talents are usually primary. Many Baali also know the Dragon Tongue of the Nephandi.
Baali have a Corruption rating from 0 to 10 that represents how much of their soul has been given over for investments (0 indicates a normal human, 10 is a totally corrupted soul). All Baali must have at least 1 investment, and some have several. No player Baali can start with more than seven points of investments, and most have between 1 and 4.
Being purely evil doesn't make the Baali dull or uncreative. Indeed because of their lifestyles they are amongst the most varied of all the clans. The Baali use the character generation sytem detailed in the Players Guide to the Sabbat and follow the Paths of Evil Revelations, Ecstasy, or Baal (or the Path of Death and the Soul if a member of the Order of the Inner Light). Any templates that follow can be used for a Light as well as a true Baali.
Feel free to alter the numbers, Nature, Demeanor or any other aspect of the character you would like to. Templates are guidelines, the best characters are those which spring from your own imagination.
When you were twenty, you fell in love with a lower class girl. Although you knew it would cost you standing, you pursued her, and eventually the two of you began dating. A few months later you found out that she had worked as a prostitute. You were livid, and the next time you saw her you beat her into a near coma before she managed to escape. You fled to the family's summer home in the highlands.
The old house hadn't been used for quite a while and there was very little to do so you began reading some old tomes you found in the library. You found that one of them dealt with demon pacts. You read the spell aloud, promising your life for the power to find your ex-girlfriend and punish her. It was then that the demon appeared and granted you your wish by leading your sire to you.
Nature: Autocrat
Demeanor: Director
Concept: Aristocrat
Generation: 13
Loyalty Order: The Harbingers of Decay
Infiltrator Order: Ventrue
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 5, Appearance 2
Talents: Acting 1, Alertness 1, Dodge 1, Empathy 3, Leadership 3,
Subterfuge 5
Skills: Drive 1, Etiquette 3, Firearms 1
Knowledge: Bureaucracy 2, Finance 2, Investigation 1, Law 1, Linguistics 1,
Occult 1, Politics 1
Disciplines: Dark Thaumaturgy 1 (Hands of Destruction 1), Dominate 3
Backgrounds: Alternate Identity 2, Resources 4, Status 1
Virtues: Treachery 2, Cruelty 2, Courage 4
Path of Evil Revelations: 4
Willpower: 10
Corruption: 2
Investments: Psychic Tracker
You learned all you could from your family's own coven, and then began searching further afield. During these apprenticeships you gained much ability but little in the way of real power. You dreamed of the day you could toss a fireball at your high school.
One night you participated in a dark rite with a new group. They were Baali and one of them embraced you after you had managed to summon an Imp from the abyss.
Nature: Deviant
Demeanor: Traditionalist
Concept: Dark Warlock
Generation: 13
Loyalty Order: Bearers of the Inferno
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 1, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 5, Wits 2
Talents: Intimidation 3, Subterfuge 2
Skills: Drive 1, Etiquette 3, Melee 1, Stealth 2, Survival 2
Knowledge: Computer 1, Law 1, Investigation 1, Medicine 1, Occult 3,
Politics 2, Tremere Lore 1
Disciplines: Dark Thaumaturgy 3 (Fires of Inferno 3), Thaumaturgy 3
Backgrounds: Alternate Identity 1
Virtues: Treachery 2, Cruelty 3, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Corruption: 5
Investments: Magic Sense, Guardian
After a lengthy period of psycho-analysis you were diagnosed with a mental disorder. The psychologists were horrified by the stories of physical and sexual abuse you told them. Your parents were sent to jail on your 'evidence' and nobody ever realized that the stories were just that, stories.
You were placed in a mental hospital, and it was here that a Baali masquerading as a Malkavian found you. She could see why you were so evil; you had a malicious imp following you who was the cause of your 'temporary insanity' but you still seemed to enjoy the evil it created. She saw your potential and embraced you then and there.
Nature: Conniver
Demeanor: Child
Concept: Disturbed child
Generation: 8
Loyalty Order: The Bearers of Pestilence
Infiltrator Order: Malkavian
Physical: Strength 3, Dexterity 1, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Acting 3, Alertness 2, Brawl 1, Dodge 2, Empathy 2, Streetwise 1,
Subterfuge 2<
Skills: Melee 2, Stealth 3, Survival 3
Knowledge: Linguistics 1, Occult 1, Malkavian Lore 2, Medicine 1
Disciplines: Dark Thaumaturgy 2 (Path of Pestilence 2), Dementation 2,
Obfuscate 1
Backgrounds: Generation 5, Alternate Identity 1, Status 2, Resources 1
Virtues: Treachery 5, Cruelty 1, Courage 2
Path of Evil Revelations: 6
Willpower: 5
Flaws: Child, Piggy-Backer
Corruption: 3
Investments: Grim jaws, Invisibility to Animals
Nature: Sychophant
Demeanor: Architect
Concept: Family member
Generation: 13
Loyalty Order: Terrorist
Infiltrator Order: Giovanni
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Acting 1, Empathy 1, Alertness 2, Subterfuge 1
Skills: Drive 2, Etiquette 3, Music 2, Security 1, Stealth 1
Knowledges: Bureaucracy 2, Finance 2, Linguistics 2, Occult 5, Politics 1,
Giovanni Lore 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Phobos 1), Necromancy
3
Backgrounds: Alternate Identity 2, Mentor 1, Resources 4, Retainers 2
Virtues: Treachery 3, Cruelty 3, Courage 2
Path of Evil Revelations: 6
Willpower: 2
Corruption: 1
Investments: Smell Fear
One night, when you were leaving a club you saw a small child bleeding in the gutter. Instead of going to its aid or calling for help you began to walk away; after all you couldn't get all messed up could you?. The Baali who had caused the child's discomfort liked your blase attitude, and embraced you on the spot. You haven't looked back since.
Nature: Bon-Vivant
Demeanor: Praise Seeker
Concept: Glamour Queen
Generation: 13
Loyalty Order: Pleasurists
Infiltrator Order: Toreador
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 2, Manipulation 2, Appearance 4
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Acting 3, Athletics 2, Brawl 1, Dodge 1, Empathy 2, Seduction 1,
Style 3
Skills: Drive 1, Etiquette 3, Firearms 1
Knowledge: Linguistics 1, Occult 4, Demon Lore 2, Toreador Lore 2,
Investigation 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 2 (Chains of Pleasure 2),
Presence 2
Backgrounds: Alternate Identity 1, Resources 3
Virtues: Treachery 3, Cruelty 2, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Merits/Flaws: Blase, Deep Sleeper
Corruption: 3
Investments: Kiss of Hades, Pheromone Powers
A series of mysterious disappearances led the police to you. When they dug up the back yard they found more than 30 bodies, all victims of rather gruesome murders. You were thrown in jail, but were freed by a group of Setites; one of whom embraced you. Later you found out that your sire was really a Baali. Nothing could have been better. You loved the power that the demons promised and revelled in the evil around you.
One night while you were hacking into a pregnant mother, you had a sudden attack of conscience, and since that time have begun to doubt the point of your existence.
A few weeks ago you received a visit from a strange vampire who helped you break from your old nature. You now try to purify your darker kin, and try to learn as much as possible to achieve this end.
After a short time of moderate wealth, your new 'friend' closed down your business and you went totally broke. You didn't see this Baali again for almost a year when she stumbled upon you as you were stealing money from a sleeping drunk, it was then that she chose to make you one of the truly damned.
You spent years slaving on the farm until a strange man arrived one day. He went and saw your 'parents;' there was a loud argument and a fight broke out. You hid in the roof and watched the fighting; the stranger had turned into a huge man-wolf. His fur was black and green and he tore savagely into your 'parents.' He heard a noise you had made, and stared straight at you. You presented yourself to him, showing no sign of fear. He was surprised by your behaviour and forced you into his car with him.
During the drive he told you of the Garou, and of his tribe -- the Black Spiral Dancers. He said you must be kinfolk to have behaved as you did. After an intense examination at his house he declared that you were not a werewolf, rather you were a distant decendent of one.
That night he delivered your semi-conscious body to an ally in the Sabbat, and you received your induction into the unlife of the Baali.
Nature: Bravo
Demeanor: Deviant
Concept: Orphan Garou
Generation: 13
Loyalty Order: The Bringers of Pain
Infiltrator Order: Shapechangers
Physical: Strength 2, Dexterity 4, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Acting 2, Alertness 2, Brawl 5, Dodge 3, Subterfuge 2
Skills: Animal Ken 3, Etiquette 1, Stealth 3, Survival 2
Knowledges: Linguistics 1, Lupine Lore 1, Occult 2, Wyrm Lore 1
Disciplines: Dark Thaumaturgy 1 (Path of Phobos 1), Protean 4
Backgrounds: Alternate Identity 2
Virtues: Treachery 3, Cruelty 1, Courage 4
Path of Evil Revelations: 4
Willpower: 4
Merits/Flaws: Gift of Proteus (2), Baby Face, Ruse of Wolf's Clothing
Corruption: 7
Investments: Journey to the Spirit Realm
After much experimentation you settled on helping people to "remember" their parents as Satanists, and ritual abusers. This gave you a perverse thrill for three reasons: first it destroyed the life of your patients. Secondly, it destroyed the lives of the patients' families, often leading to suicides. And third, in the long term it would hurt those few people who had actually suffered this type of abuse.
The party did not last long. After two years you were under investigation by the federal courts and your practise was bankrupt. It was then that your sire embraced you, opening up to you a whole new group of beings to play your little mind games with.
Nature: Deviant
Demeanor: Architect
Concept: Twisted Psycho-Therapist
Generation: 13
Loyalty Order: Bringers of Pain
Infiltrator Order: Tzimisce
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Alertness 1, Dodge 1, Empathy 1, Intimidation 3, Subterfuge 2,
Body Alteration 1
Skills: Drive 2, Etiquette 1, Firearms 1, Survival 1
Knowledges: Finance 1, Investigation 3, Linguistics 3, Occult 4, Politics
2, Science 1, Tzimisce Lore 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Torture 1),
Vicissitude 2
Backgrounds: Alternate Identity 1, Resources 2, Status 1
Virtues: Treachery 3, Cruelty 2, Courage 3
Path of Evil Revelations: 5
Willpower: 8
Corruption: 3
Investments: Razor Fangs, Razor Fingers, Smell Fear
You did have one unusual hobby though. You enjoyed lighting fires. Something about the way flames consumed things fascinated you. You used to sneak out to the edge of town and light small fires whenever you could. After a while the small fires held no fascination for you and you moved on to bigger things. You burnt down an abandoned house, and that made you really happy. So you moved on to even bigger things. During your last year of school you started two major fires. The first one burnt out several acres of National Park. The second burned down half a city block and unknown to you, killed the city's vampire prince.
After the second fire you met a strange woman who offered you the chance to light as many fires as you wished. You readily accepted, and love every minute of your new unlife.
Nature: Bravo
Demeanor: Cavalier
Concept: Rebel Arsonist
Generation: 13
Loyalty Order: Bearers of the Inferno
Infiltrator Order: Brujah
Physical: Strength 4, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 2
Talents: Alertness 2, Athletics 2, Brawl 5, Dodge 2, Intimidation 1,
Streetwise 1
Skills: Drive 2, Firearms 5, Melee 3, Stealth 2, Survival 1
Knowledge: Linguistics 2, Brujah Lore 1, Occult 2
Disciplines: Daimoinon 3, Dark Thaumaturgy 2 (Fires of the Inferno 2),
Presence 1
Backgrounds: Alternate Identity 1
Virtues: Treachery 4, Cruelty 1, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Corruption: 4
Investments: Toxic Blast
He is known to possess the Merit: Dark Faith and it is rumored that he has attained the maximum level possible in this field.
Since her creation she has been one of the most important Baali elders. She has been a member of almost all the infiltration orders and is the current head of the Pleasurists. Her current identity is unknown as is her location. All that we know is that wherever she is she's up to no good.
Through extensive missuse of Sanguinus, Serpentis, Visceratika, and Vicissitude she has changed her true form to that of a beautiful six armed woman, with the lower body of a serpent. Huge bat wings rise from her back. She rarely appears in this form though, as she can change her form at will (Vicissitude 9).